Everything but 4 wears an AoI, tats that can be used effectively: ToE, RoBF, EF, SF, ToA (on the wall)

There's more to this strat as I would RoE this run to make sure the PL battery had between 8-10m hp by the end game, among a bunch of other tweaks I could think of. All the strats I come up with have the end game in mind.

Basically a fireball cannon relying on hp from the RoS for a larger bang.
- Minimal protection from GA with the DM
- Small amounts of AC to help with GA
- Most Likely requires pre-levelled tattoo
- SB potentially swapped out for DB, EB or even CML at higher levels when the halved penalties can be taken in stride.

Open to many variations on the walls armour, Melee DDs may be difficult to utilize at lower levels. Enchanter and Wall/Enchanter positions might need to be swapped.

Pros:
-RoS boosted AS further boosted by AoFs. An extra 33% easily afforded on 2 minions
-Harder to be attacked by smaller teams. The RoS' DM resistance and the more focused Exp spread help protect against DM cannons.

Cons:
-PL prevents the GA from working properly unless the Wall dies/is being targeted.
-Low Damage Output with MM.
-If PL is omitted setup is weak to MsKs.
-The AMF will always be nothing more than a defense against decay.

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